UT40K: The Chosen Although 40K players and other Mod Teams may not have herd about us, we have in fact been going on, for quite a while. The fact that a ModDB page was never set up for us has only just been brought to light. We are a small but dedicated team, devoted to bringing the universe of Games Workshops Warhammer 40,000 to it's full glory, using the UT3 engine. While we have been toiling in the shadows, we have actually managed to release a Number of Public Betas over the last year and improve on them with each upgrade. We are devoted to remaining as close to the publish code rules as we possibly can, to the point where we have implemented both the JAM system, for the Terminator Assault Cannon, and a fully functional vehicle damage system, complete with Front, Side and Rear armour values and features all of the ways of disabling a vehicle (e.g. Crew Stunned, Weapon Destroyed, Immobilised and all the others) We have two mostly functional races available; The Imperium's...

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Clear Aims and Objectives (Games : Unreal Tournament 3 : Mods : UT40K: The Chosen : Forum : General : Clear Aims and Objectives) Locked
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Jul 14 2010 Anchor

I've forked this from the Unreal Engine Runtime thread, so that "announcement" thread is not bogged down with this discussion.

bf40kadmin wrote: All the pros want that level of organisation and clear aims and objectives laid out on what is to be achieved in the mod.

Just to let you know I'm writing a new mod specification. It will need to be agreed by everyone as part of this.

It's good to hear that there are plans to increase the level of organization. I have watched the progress of this mod for some time and would like to see it succeed. Mods need to attract talent to succeed. Nebulous goals and an ad hoc approach does little to attract the talent necessary. I have had interest in contributing some code at some points. However I have found that the general lack of organization makes it difficult to get involved.

When do you expect an initial draft of the mod specification to be complete?

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Jul 15 2010 Anchor

Yeah we have been meaning to get around to organizing the mod much better(including build nomenclature, ftp system etc) but we dont really have the time or the resources to do so at the moment. The biggest factor is time, as we are a free dev team, everyone always has something that needs to be done in real life, and so progress can be slow at times. We will however never give up and never let the mod die.

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Geodav
Geodav UT40k Team Leader
Jul 16 2010 Anchor

this is posiblely the main problem of the game, due to the fact that i have to do all the coding (can't code to save my life) leaves the fact that the goals of the game/team are limited to what i can get to work.

the basics are to get a team game with objectives ala UT3-Warfare, with a choose of 3 teams each having a class type system Tac/Ass/Dev.

once that is up and running we can discuse any expanding

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